The "Campaign" PVE (Coop) gametype lets players play through default & custom created campaign missions with up to 4 players cooperatively. Experience community made custom maps with your friends that tell stories never before experienced in the Doom³ universe.

The "DemonWars" PVE (Coop) gametype throws players right into the epic battle that broke out throughout the entire solar system after Hell has been unleashed. Fight as a human with up to 4 players cooperatively against the hordes of hell trying to make a last stand for mankind.

The PVP (Deathmatch) gametypes let up to 8 players fight it out on a variety of arenas for the ultimate player versus player domination in "team" and "free for all" adversarial multiplayer.

-==August 2015 Update==-

Hello fellow Doom3 fans,

this update is for the diehard oldschoolers among you that still vividly remember the feeling of playing the original E1M1 Doom1 level on their 386ers cooperatively across the Local Area Network for the first time, seeing their buddy's Doom Marine Player Character suddenly appear on screen, effectively sharing the same virtual world across multiple PCs...

Taking krankymonkee's excellent DHC Hangar recreation and adding some custom codebase finetuning love to it, allows me now finally to present you a fully co-op multiplayer compatible and visually pimped version of E1M1 for D3 MCS...

This custom campaign level will be playable with up to 4 players cooperatively with all bells and whistles down to the atmosphere depressurizing should a stray bullet hit any of the isolating windows...

(click to play the youtube video, best watched at 1080p)

"Sigh", this really brings back memories...

-==July 2015 Update==-

Hello fellow space marines,

last night was group screenshot time on the SPS servers with different MCS "Delta Squad" personnel shots taken at different locations throughout the MCS facilities. The point was to showcase MCS's versatility in terms of player models and locations choice.

Additionally to the screenshots here follows some background information about the MCS "Delta Squad":

Also in order to be able to announce and communicate live streams of the latest MCS development builds more efficiently to you, a Twitter Account has been created that you can follow. That way shortly before a stream goes live, every follower will be notified on time.

Simply visit and follow my Twitter Account to never miss a live MCS broadcast again.

-==March 2015 Update==-

Hey folks,

with all our recent talking about netcode and COOP gameplay optimizations we figured that the PVP players among you might start to wonder if there will be a PVP mode in MCS at all and of what quality it might be compared to the COOP gametype.

All we want to say is: "Fear not, for we plan to put the same amount of detail and attention to the PVP modes, as we currently are for the cooperative modes."

And to demonstrate that PVP in MCS is quite some fun (even in its current early stage) we've decided to share some recorded DeathMatch footage from last weekend's testing session...

(click to play the youtube video, best watched at 1080p at 60FPS)

And for all the tech-geeks interested in the current state of the netcode rewrite, we also share this recorded footage, where we push our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

(click to play the youtube video)

In total there were 8 enemy AIs, 3 Friendly AIs and 3 Human Player Clients connected and in constant combat with all weapons being projectile based and synced across the network...

-==February 2015 Update==-

Hey to all MCS fans,

today we would like to showcase some of the new network code rewriting progress that we have been making with MCS.

The first video is showcasing MCS Version 1.1.8.5 Internet Gameplay recorded @ 1080p @ 60FPS, with a distance of ~2000 Kilometers between the dedicated server and client.

And for all the tech-geeks among us, we also recorded a second Client / Spectator video session, that pushes our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

With this second hardcore latency scenario we want to make sure that all network states (like Player/AI entity positions, rotations and animations and all multiplayer relevant events such as Player/AI: weapon discharges, deaths, projectiles traveling and impacting and all concomitant effects are properly and smoothly replicated across all clients throughout the network regardless of the distance and location between dedicated server and clients on our planet).

There is still plenty of fine tuning to be done regarding the netcode and so hopefully the small crowdfunding campaign scheduled for Spring 2015 will help speed up that process during crunch time.

-==October 2014 Update==-

This update showcases the latest state of the MCS DemonWars COOP gameplay. The Doom3 netcode rewrite is in full progress and the majority of milestones regarding the project's visuals, assets and code have been reached/completed. Since this period of crunch time, a few months before the first public beta release, is very resource draining, we are considering to launch a small crowd-funding campaign to speed up the final polish in those last few months before release.

Details about that will eventually follow shortly...

-==January 2014 Update==-

Hey folks,

a new year arrived and a new update regarding the MCS development is due.

The last few months of the past year we pushed a remarkable load of work bringing us closer to a public beta release. Big thanks go out to CharmingNY who joined the team and started knee deep in the codebase getting his hands dirty...

Here are some of the features that we were able to successfully implement:

Now we are down to one final feature that we want implemented before releasing our first public multiplayer beta. It's the porting of D3 BFG's client prediction interpolation netcode to our D3 1.3.1 based MCS codebase. We are in desperate search of people with experience in that field since that code portation turned out to be quite a complex endeavor.

If you think you are qualified or you think you know someone that might be, please don't hesitate to contact us here at moddb or over at D3W or simply write us an e-mail at oneofthe8devilz@hotmail.com

Further details about the above mentioned Milestone Task can be found in this updated Job Application Thread.

For anyone else who is a MCS fan and would like to support us by speeding up the development process and public beta release you can go to our MCS Donation Page and donate to this project. Every donated Dollar gets us closer to hire the people with the required expertise to finish the job.

And finally here some MCS 2014 footage that was recorded during some feature testing:

-==May 2013 Update==-

In this update we would like to showcase the latest version of our MCS coop dev-build and talk a bit about the roadmap for summer 2013...

(click to enlarge)

(click to play youtube video)

Further adjustments to the weapon-mechanics have been implemented allowing ironsights-aiming for weapons.

As mentioned in earlier news the goal now is to improve the way client prediction is handled making the whole coop clientside gaming experience less vulnerable to sub-optimal network conditions.

Fortunately the Doom3 BFG GPL sourcecode has been released in the meanwhile by id software providing us with the required netcode changes and so we used the past months to gather funds in order to be able to hire programmers with the required experience to backport those netcode changes from Doom3 BFG to Doom3 1.3.1.

Since MCS will be released as a free Doom3 download modproject all collected funds are used in a strictly non-profit manner with the goal to make a public coop beta available for download as soon as possible. In case you are a fan of MCS and would like to contribute in speeding up the public coop beta release process, you can now support the team by donating funds (5,00 $) at our MCS Donation Page.

Things are shaping up nicely and we are getting more excited each day as we make leaps towards a release date...

-==January 2013 Update==-

MCS Rideable Demons

Here we have an early and raw port of rideable/controllable demons for MCS. As usual getting this to work across the network will be a real treat :roll:

All credits for the code go to the "FFteam" (Ivan_the_B, Starfir3, Neurological) and their Fragging Free project.

-==November 2012 Update==-

Hey folks,a tiny video update on a feature we are currently still testing. The idea was sparked by the Doom 3 REVISED! Mod by OliveD and found its way into an MCS testbuild. The ironsights and change of spread values definitely give the gameplay a more tactical touch.

Weapons and hand models are still subject to change in case we decide to implement these new mechanics into the final MCS release candidate...

-==September 2012 Update==-

Showcasing timewarped footage of a recently included community made MCS demonwars & custom campaign map with slowmotion and time lapse scenes combined. DemonWars gametype maps now also offer optional friendly AI support...

-==October 2011 Progress==-

Thanks to Simulation|EMZ's relentless technical support this month we successfully implemented a fully multiplayer compatible time of day system for the MCS gametype "DemonWars". The Global Sunlight, Ambientlight, Fog and Skybox now dynamically change and influence each other as the players cooperatively fight monsters over the network/internet.

The first video shows a timelapsed tod cycle of the new DemonWars arena map "Mars Station" which was kindly contributed by jONNY=[ReWIRE]=.

The September 2011 MCS Build is showcased in this twelve minutes "Gameplay Walkthrough" video demonstrating the latest additions to the codebase. This video was recorded at 1080p clientside connected to a dedicated server. The showcased MCS group consists of two human players (the wife & me) and one friendly MCS AI player cooperatively fighting our way through a custom community made Doom3 map. One of the most important yet to implement features will be the change of Doom3's netcode from currently "forward predicted" to "running behind the server" method. As soon as the Doom3 Source Code will be released later this year, that change, along with an improved projectile code, will ensure that clientside latency will become a much less influentual factor of the player's multiplayer cooperative gameplay experience. In order to speed up this process and thereby move faster towards a public build release, we welcome every interested & experienced c++ game programmer to join us in achieving the targeted goals.

Interested people can drop us a mail at oneofthe8devilz@hotmail.com and we will be happy to provide you with all the tools and codebases required to get you started...

Amoung many other SP Campaign related updates the gametype "DemonWars" was added to MCS which offers a more action/combat focused way to play the game outside the SP Campaign fighting against the Legions of Hell on Earth being humanity's last line of defense.

Its funny, my projects being bright is one feedback I get from people all the time...

And just recently I read the following twitter post by Carmack:

Quote

John Carmack @ID_AA_Carmack · Sep 13The new Godzilla movie had way too many scenes that were annoyingly dark. Made me think of the original Doom 3... We brightened for BFG.

So whatever you do there always seems to be a crowd being annoyed by it being too bright or too dark

The problem with your mod imo especially the thief one, is not that it is bright, is that your specular highlight is very strong and makes everything look like molten glass. Taken that out i think your work is fantastic so continue doing what you like.

with all our recent talking about netcode and COOP gameplay optimizations we figured that the PVP players among you might start to wonder if there will be a PVP mode in MCS at all and of what quality it might be compared to the COOP gametype.

All we want to say is: "Fear not, for we plan to put the same amount of detail and attention to the PVP modes, as we currently are for the cooperative modes."

And to demonstrate that PVP in MCS is quite some fun (even in its current early stage) we've decided to share some recorded DeathMatch footage from last weekend's testing session...

(click to play the youtube video, best watched at 1080p at 60FPS)

And for all the tech-geeks interested in the current state of the netcode rewrite, we also share this recorded footage, where we push our new netcode to the limits with an average ~800ms ping delay between the clients and the dedicated server.

(click to play the youtube video)

In total there were 8 enemy AIs, 3 Friendly AIs and 3 Human Player Clients connected and in constant combat with all weapons being projectile based and synced across the network...

I am especially amazed about how positive the decision turned out to rewrite the D3 1.3.1 netcode instead of switching to D3 BFG in the aftermath...

With the new netcode at exactly the same high latency low bandwidth conditions, the client runs up to 800% faster compared to the default Doom3 1.3.1 client. And even when low FPS are forced to simulate very old hardware with a frame rate limiter, the gameplay still stays stable and responsive down to 10 FPS thanks to the new netcode...

The only true benefits of the BFG codebase IMO are the multi-threading optimizations and even there we were able to find scenarios where our build runs up to 10% faster vs D3 BFG while rendering exactly the same scene under exactly the same conditions.

The lack of editor tools for BFG was another massive minus point.

But the total knock-out criteria in the end was the lack of dedicated servers... IMO for multiplayer focused projects, like the ones we work on, this was unacceptable.

Once the netcode rewrite is 100% complete, the implementation of stereoscopic rendering, proper and fast soft shadow mapping, ssao, dof and hdr rendering is planned...

last night was group screenshot time on the SPS servers with different MCS "Delta Squad" personnel shots taken at different locations throughout the MCS facilities. The point was to showcase MCS's versatility in terms of player models and locations choice.

Additionally to the screenshots here follows some background information about the MCS "Delta Squad":

Also in order to be able to announce and communicate live streams of the latest MCS development builds more efficiently to you, a Twitter Account has been created that you can follow. That way shortly before a stream goes live, every follower will be notified on time.

Simply visit and follow my Twitter Account to never miss a live MCS broadcast again.